Friday, September 02, 2011

Friday Creature Feature: Shard Weaver

What? Friday Creature Feature? Oh yeah, I was doing that for a while, wasn't I? Okay, here's a Peryton RPG monster for ya. If you're more in the mood for Tunnels & Trolls, there's a new issue of Elder Tunnels you might want to check out. We'll talk about that schedule thing later.

SHARD WEAVER
Large Aberration
Hit Dice: 6d8+12 (39 HP)
Speed: 30 ft
Armor Class: 15 (+5 natural)
Attack Bonus: +9 melee
Damage: Tentacles 1d10+6
Special Qualities: 2 attacks
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Chr 8
Environment: Hot deserts

Shard weavers are hulking humanoid reptiles found in torrid wastelands, Qalidar, and the desolate otherworld known only as the Outside. Although vaguely resembling large humans with yellowish-brown scaly skin, shard weavers have long tentacles instead of arms, and they have no discernible head, possessing instead four bright yellow eyes on thick stalks. Shard weavers sparkle with tiny crystals that infiltrate their scales. Although somewhat intelligent, shard weavers have never been known to attempt communication or compromise, always either fighting or fleeing.

The name, "shard weaver" comes from the widespread but unsubstantiated belief that the depredations of these creatures somehow serve to reinforce the integrity of Qalidar's patchwork structure. This mystical status is further reinforced by the fact that they are somehow able to live with and even derive some form of nourishment from the parasitic living crystal.

Shred: If both tentacle attacks hit the same target, the shard weaver has managed to take full advantage of the rough texture of its crystal-laced scales, dealing 1d6+6 additional damage.

Crystal Contagion: Anyone who takes damage from the shard weaver's attacks is at risk of infection by its crystalline symbiote. A DC 20 Fortitude save must first be made to see if the crystal parasite takes hold. If this saving throw is made, the character is safe. Failure means that the crystal powder has infiltrated the character's skin. After a 2d10 hours, this will become visible as a snowflake pattern that slowly spreads from the infection site like frost. The next day, the victim must make an additional saving throw (also DC20) or take one point of Dexterity damage. If the character succeeds at two of these saving throws in a row, the infection has been successfully overcome. Every failed saving throw increases the difficulty of the next one by 1d4-1. If the victim's Dexterity reaches zero, he has been completely consumed, transformed into a crystalline statue. If broken, this crystal is just as infectious as the shard weaver's scales.

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